Weapons

When a character enters combat, he will usually use a weapon rather than only fists and feet. Weapons are objects created with the aim of being wielded in some way as an effective means of attack and defense. Almost anything can be considered a weapon, from a mere tree branch to an arquebus.

Types of Attack

When a weapon is being used in an attack, it attacks in a specific manner. There are seven different attack types: Cut, Impact, Thrust, Heat, Cold, Electricity, and Energy. Normally, physical weapons attack using the Cut, Impact, or Thrust tables – although there are special or supernatural items that attack using the Electricity, Heat, Cold, or Energy tables. The type of attack employed is also called the Critical. Following is a brief description of each:

Cut: These are cutting or slashing attacks that leave long and bloody wounds. They possess a sharpened edge.

Impact: These are crushing or smashing blows. The damage done is from the weight and force of the blow.

Thrust: These are penetrating attacks that puncture and run through the body. The weapons involved usually have a sharp pointed end.

Heat: These attacks are based on the effects of high temperatures. They cause burns and abrasive wounds.

Cold: These attacks produce damage from freezing. They are caused by ice and extreme low temperatures.

Electricity: These attacks are based on the shock of electrical discharges, like those caused by lightning.

Energy: These are attacks of mystical origin that affect the soul and essence of an opponent.

Types of Weapons

There are eight Types of weapons, as described below:

Short Arms: These are small weapons, such as Short Swords, hand-tohand weapons, or daggers. They are usually easy to use and are generally Cut or Thrust weapons. They are of Small (S) size.

Axe:' This includes all types of axes. They are Medium (M) size weapons.

Mace: This includes all blunt weapons that cause damage directly due to Impact. They are Medium (M) size weapons.

Sword: All weapons with a long cutting edge are considered swords. They are Medium (M) size weapons.

Two-handed: The Two-handed weapons are those that, due to their size and weight, need to be wielded with both hands. These are Large (L) weapons.

Pole Weapons: These are weapons that include a long shaft or pole topped with some type of damage-causing device. They are usually used with both hands. They are of Large (L) size.

Cord: These are the weapons made of chain links, cables, cords, or rope. They are usually Medium (M) size weapons.

Mixed-Class: These are weapons that possess characteristics of two or more types, such as both Mace and Two-handed. Their size is that of the largest of the types included.

Weapon Damage and Speed

All weapons produce a specified Base Damage to which is added the Strength Bonus of the weapon’s wielder in order to calculate the Final Damage. If the weapon is capable of being used two-handed, and the user does wield it with both hands, the Strength Bonus is doubled. The Speed of the weapon is the number used to calculate the Initiative of the character using it. A weapon has either a positive or a negative Speed that is added to (or subtracted from) the Initiative. If the character is carrying a weapon in each hand and tries to use both in combat, the Speed of the slower weapon is used. Fighting unarmed has a Speed of 20 and a Base Damage of 10 – unless the character has mastered a martial art.

For example, a Warrior uses a Long Sword in combat. The Base Damage for that weapon is 50, and given that the Warrior’s Strength Bonus is +10, the Final Damage caused will be 60. If he were wielding a Heavy Mace, whose Base Damage is 60, The Warrior would double his Strength Bonus to +20 by using both hands, and the Final Damage would be 80.

Special Weapons

Naturally, the quality of a weapon can affect its speed, the damage it produces, and the apparent skill of the weapon’s user. A character adds the weapon’s bonus to his Attack and Block Abilities while using it. That bonus does not apply to Dodge, since that is not affected by the weapon being used.

The Quality Bonus is added to the Speed and Breakage and is doubled with respect damage. In other words, a +5 weapon would add 10 points to the Base Damage, and a +5 each to Speed and Breakage. A weapon of exceptional quality can also penetrate more protective armor. Each +5 of quality subtracts 1 from the Armor Type (AT) it is used against. Therefore, a +10 sword would reduce an opponent’s AT by 2, a +15 reduces it by 3, and so on. As with any other special object, the weapon’s Presence and Fortitude also increase.

Let’s look at a Bastard Sword for example. If this is a +10 weapon, it would have a Speed of –20 (base speed of –30, improved by +10) and would produce a damage of 90 (a Base Damage of 70 plus double the quality bonus, in other words, a 20). The weapon’s Presence would be 125, and its Fortitude and Breakage would go up to 35 and 15, respectively. As it is a +10 weapon, it also subtracts 2 AT levels from the opponent’s armor. And finally, any character using the weapon adds a +10 to his Attack and Block Abilities.

Required Strength

To use a weapon effectively, it is necessary to have the strength to wield it. The Required Strength is the Strength a character must have to wield that type of weapon effectively. If a character is wielding a weapon for which he does not meet the Required Strength, he subtracts –10 from his ability with that weapon for each point he is short of the requirement.

For instance if our Warrior has a Strength of 5, but he tries to use a Two-handed Sword that has a Required Strength of 8. As his Strength is 3 points below the minimum required, he bears a –30 penalty for wielding it. He’d be better off with a saber.

Enormous and Giant Weapons

A weapon can also have certain advantages or disadvantages based purely on its size. Those of Enormous (En) size are from two to five times larger than normal. To wield them requires the character to be at least Large, or even bigger, and requires two Strength points more than for the respective normal-sized weapon. An Enormous weapon increases its Base Damage by 50% (rounded down, in increments of 5). Its Breakage increases by 3 points and its Fortitude by 6 points. If a character of Medium size wishes to wield an Enormous weapon, he receives a penalty of –40 to Initiative due to being too small to effectively handle the weapon. Giant weapons are those more than 5 times the normal size. They can only be used by a Giant- or Colossus-sized creature, and to wield them requires 5 Strength points more than a normal weapon of that type. These weapons double the Base Damage for that weapon type; their Breakage is 8 points higher, and their Fortitude is 16 points higher than the respective normal-sized weapon. If a Large or Enormous being wishes to wield a Giant weapon, he will suffer the same restrictions that a Medium human would using a merely Enormous weapon: a –40 to Initiative. If the weapon has any special bonus to its damage, this is added after the weapon’s increased Base Damage due to its size is calculated.

An Enormous Long Sword would cause a Base Damage of 75 points, but it requires a Strength of 8 to use it. If the weapon were Giant instead, its Base Damage would be 100, and it would require a Strength score of 11 to wield. If it also happens to be a +5 quality, the +10 bonus to damage would be applied after those increases.

Special Rules for Weapons

Some weapons have a series of special characteristics in common. If they also have some specific peculiarity, it is explained in the description of the weapon.

Precision: These weapons permit their user to reduce in half the penalties for hits directed at a specific point, or for the Menace Attack maneuver. This is applied only to hand-to-hand combat, not projectile weapons.

Two-handed Weapons: These are weapons that must be wielded with both hands. They allow the character’s Strength Bonus to be doubled for calculating Final Damage.

One- or Two-handed Weapons: These weapons can be used with either one or two hands. If used with two hands, the character’s Strength Bonus is doubled for calculating Final Damage. On the list, the Required Strength to use the weapon two-handed is first, and the strength to use it one-handed is second.

Complex: These are weapons whose use is especially difficult to learn. Wielders of such weapons have, their Fumble rating is increased by two points (1–5 on a 1d100). However, if the character reaches Mastery with the weapon, the penalty disappears completely.

Throwable: All weapons with this notation are designed or balanced to be thrown. Characters who have Ability with these weapons can use them either in hand-to-hand combat or by throwing them without needing to acquire the Throwing Module.

Trapping: These weapons enable the user to use specific maneuvers to trap or pin an opponent. Unlike such an attempt made bare-handed, the character trapping with one of these weapons uses the Strength of the weapon. This represents the weapon’s own intrinsic usefulness in ensnaring an enemy. Naturally, the bonuses for Opposed Checks between opponents are still made according to their own abilities. In the case of a weapon of quality, a +1 is added to the weapon’s Strength for Trapping purposes for each +5 to its Quality.

Trapping Weapon: These are items that, due to their particular design, offer the opportunity to trap an opponent’s weapon or disarm him. If, when blocking with one of these weapons, a counterattack is achieved, the character can make a Disarm attack with no penalty against his opponent.

Mounted Charges and Pole Weapons

Given that Pole Weapons are especially effective in a charge, twice the Strength Bonus of the mount is added to the Base Damage of the attack. This is only applied if the weapon can be used to Thrust.

Hand-to-Hand Weapons

Hand-to-Hand weapons are those used when opponents are within reach of each other. Below, you can see a list of them in which the following characteristics are included:

Name: The name by which it is commonly known.

Type: This is the weapon Type.

Damage: The Base Damage it causes.

Speed: The speed of the weapon; the character adds or subtracts this number to Initiative when using it.

Fortitude: The resistance of the weapon to breaking.

Breakage: The ability of the weapon to break other weapons or armor when it hits them.

Required Strength: The Strength necessary to use this weapon effectively. In the case of weapons that can be used either one or two handed, the second number is the Required Strength to use the weapon one-handed.

Presence: This is the weapon’s power and resistance to supernatural effects.

Primary Attack Type: This is the type of attack made using the weapon.

Secondary Attack Type: This is a second type of attack that is possible with some weapons.